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and some highlights:
Refutation of CryTek's Claims
Claim: CIG was only given permission to make "the game" with CryEngine, selling SQ42 standalone is in violation of this.
Defense: The GLA defines "the game" as both "'Space Citizen' and its related space fighter game 'Squadron 42'", with a passage allowing for name changes (Space Citizen > Star Citizen).
Additionally, this term does not apply to any games made without CryEngine, and CryEngine is no longer used.
Claim: CIG violated the GLA by switching from CryEngine to Lumberyard, they are only allowed to "exclusively" use CryEngine.
Defense: The GLA says they are given "exclusive rights to use CryEngine" and the right "to exclusively embed CryEngine in the game". The well-established meaning of this wording is that the right is given only to them (and those subcontracted within the terms), not that they are only allowed to use CryEngine.
Claim: CIG is no longer displaying CryTek copyright notices in game, in violation of the GLA.
Defense: This obligation only applies if CIG is using CryEngine, which they are not.
Claim: Ortwin was employed by CryTek prior to becoming CIG's attorney and co-founder so he had a conflict of interest when negotiating the contract.
Defense: Ortwin received a signed waiver from CryTek dismissing any conflict of interest.
Claim: Confidential source code was shown on Bugsmashers and disclosed to FaceWare in violation of the GLA.
Defense: No defense provided, though FaceWare was after the switch to Lumberyard.
Claim: CIG was required to provide any bugfixes they developed for CryEngine up until launch.
Defense: No defense provided.
Additional Statements
The GLA prohibits either party from seeking any damages from one another "except for intentional acts or omissions or gross negligent acts".
CIG, not RSI, is the signatory of the GLA, so CryTek committed a legal blunder by pursuing RSI rather than CIG in a number of claims.
CIG seeks to have the entire complaint dismissed with prejudice (barring any further related action) on the grounds that none of the complaints are sufficient.

I read this comment online,
It really makes no sense to me, I had no knowledge about CIG receiving a check for their work on Cryengine, and has it even been stated anywhere that CIG code was shared back to the Cryengine team?

In light of CryEngine being made free to download and use, Humble Bundle just made a sale of 20,000 CryEngine assets for ~$13
https://www.youtube.com/watch?v=7Xrjdo7xVPM
For more info, head on over to: https://www.humblebundle.com/cryengine-bundle

Star Citizen concept ship walkthrough including the 890 Jump and Carrack = is a really cool video where the video producer (a fan) uses the cry engine assets and places them in a generic environment to look a each ship. I think it is from the same guy that produces the still images we see in the ship sizes thread (though not sure) - Enjoy

I felt it is worth giving the folks over at Corporation Incorporated a +42 and steering people towards their video site..
Their efforts do not seem to garner the attention it deserves.
Two Must See are the FINAL STAND or the new GLAIVE TAKEOFF.
It just amazes me what people are doing with the limited amount of material available.
Sadly, when the 64 bit conversion is complete over at CIG, I feel these types of endeavors will not be happening as often. They may have to be delayed until CIG can release some sort of a Mod package which contains 64 bit code. The CryEngine SDK will remain 32 bit, and this foretells a bleak future for continued Fan Content.
Meanwhile – enjoy what we have. - DRUM out
https://www.youtube.com/channel/UCnewyLz4gl03JaHd0j7-M5w

So coming home from PAX on the bus (free WiFi), and browsing the Star Citizen subreddit I came across a post where someone asked what difference 64 bit floating point precision will make to the map sizes compared to the current 32 bit. I decided after being fooled once by someone, to actually investigate a little, and now I thought I'd post it here for those interested. I have changed the numbers I'm using (8k radius to 4k) just because I feel that 8k radius just seems too big for AC - and even 4k was pushing it IMO, as I haven't played AC om so long I'm not even sure if it might be too big too, but the general idea is the same.
Read in the spoiler for the text - contained it in there so the OP isn't massively long. Beware though, it is a wall.
Do keep in mind that I am in no way an expert in this information, but that the general idea is that the maps can be bloody huge after 64 bit conversion of the engine is done and STILL maintain precision in calculations etc.
EDIT: Addendum to explain precision a little

Today CryTek announced that they will add Linux support to CryEngine! Which means it might give CR the chance to port the game to Linux in the future.
Actually I won't be surprised if when we hit a funding milestone some time after the GDC that one of the new milestones will be implementing Linux support.
Link: http://www.crytek.com/news/conference-attendees-can-also-see-a-brand-new-mobile-game-extra-engine-updates-and-much-more-at-crytek-s-booth
Original thread on Reddit
Anyone looking forward to that? Could be interesting to see how well it will run using Linux seeing how Valve had some positive results with their own Source Engine.